jay042
3rd Incarnation
Working on some art.
Posts: 264
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Post by jay042 on Mar 31, 2013 15:26:10 GMT
After watching the Bells of Saint John, it got me thinking the vehicle rules in the boxed set are a bit inadequate. The Primeval books does expand the traits and rules for vehicles a bit, but not that much. So I was wondering if any of the other sourcebooks add any detail, or is there room for some new rules sets?
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Post by thewarchief on Apr 3, 2013 1:38:30 GMT
I think there was a little more added in the UNIT Sourcebook, and some stuff for statting up a TARDIS in the Time Traaveller's Sorucebook, but that's about it.
I was working on something for vehicles (nothing official just a project for myself), but it's been pretty much on hold for the last year or so. What I got so far can handle most vehicles. The sticking points are with very primitive craft (biremes, chariots), rating big weapons and damage soaking capacity (as opposed to character scale damage), and it is in need of some simplification. I could send you my notes if it would help.
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Post by chickenpaddy on Apr 3, 2013 3:11:35 GMT
I see the moterbike in "Bells of St. John" working like this...:
DM: Alright, Matt, you're on the motorbike and you see the building ahead of you. The room you want to get to is pretty high up, though.
Matt: No problem. Story Points!
DM: To do what?
Matt: My bike has an anti-grav engine now. I ride up the side of the builidng!
Jenna: That's awesome.
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Post by thewarchief on Apr 3, 2013 15:16:01 GMT
That's fine up to a point. In the Bells of St. John, the motorcycle is a one off plot device that only appears briefly in the episode and doesn't have much impact. Yes, the Doctor uses it to breech the defenses of the Shard and get access to the woman in charge, but we all know the Doctor could have accomplished the same thing multiple ways. Even going in through the front door would probably have achieved something similar.
Where I see a bit more detailed vehicle rules being useful if when vehicles are playing a bigger part in the story. For instance, if you have a squadron of Spitfires attacking a alien spacecraft. It's nice to have some idea of what the craft can do to each other.
Or if something becomes a constant fixture. Using story points for a one-off antigrav bike is fine for an adventure, but if the doctor pulls the flying motorcycle out on every planet then I think it should be bought as a gadget, like the sonic screwdriver.
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Post by knasser on Apr 5, 2013 19:37:29 GMT
If you check out the links in my sig, I have statted up a few vehicles. It's not much in the way of actual new general rules, but it contains a few ideas. In amongst them, I have Ace's "Time Bike" which I guess is a *little* similar to Eleven's one in that it has anti-gravity built in.
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